Uncharted 4 Trailer runs in-engine, in-game, in realtime on a single PS4 at 1080p60

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Insider will probably say this is pre-rendered too with the usual sony fud/lies comment etc.. lmao

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See this looks stunning and is better looking than any game I have ever seen. It is also in 30 fps. Displaying graphics better than this at 60 fps is too much.
 
If Corrine Yu is doing the visuals, I 100% believe it. She's the women who made Halo 4 look as astonishing as it was on a fucking Xbox 360 with 526mb of ram.
 
More on topic: If ND says this is real time I believe them, they've never been ones to lie. Even if the final game doesn't look that good, I'll still fully accept that this was rendered on a PS4 in real time.

Rather the other way round. If this had been realtime they would have said it. But it proobably ran on a PS4 at some framerate other than 60. For the final product, however, they are confident to match this at 60. And it certainly will.
 
Seems to me a lot of arguing in this thread is coming from people who don't understand how things work in games as far as visuals go.

In-engine cutscenes look better than gameplay because the devs only need to think about where the camera is pointed, so they worry less about making unnecessary things looks good and more about the focal points. Take Tomb Raider for example. In cutscenes, there's swaying grass, and foliage everywhere, and Lara's model has more detail. The lighting is often much better as well. This is because you're looking at a diorama instead of an actual playable stage most of the time.

It's like that Halo 4 video where the guy is showing the scene where Master Chief is standing on the cliff looking at the falling UNSC ship, and it looks amazing, but he turns the camera around and there's nothing there but empty space.

The Uncharted video is doing that very same thing. The only things in the scene are the things we see. Of course gameplay won't be quite that perfect, but that's kind of obvious. This IS in-engine, and if anyone knows how to make an amazing looking scene and apply various tricks to achieve visuals it's ND. These guys managed their own form of Ambient Occlusion and Area lighting in TLoU.


Rather the other way round. If this had been realtime they would have said it. But it proobably ran on a PS4 at some framerate other than 60. For the final product, however, they are confident to match this at 60. And it certainly will.

there's a 60 fps version of the video, pal. This was running on a PS4 at 60 fps.
 
Seems to me a lot of arguing in this thread is coming from people who don't understand how things work in games as far as visuals go.

In-engine cutscenes look better than gameplay because the devs only need to think about where the camera is pointed, so they worry less about making unnecessary things looks good and more about the focal points. Take Tomb Raider for example. In cutscenes, there's swaying grass, and foliage everywhere, and Lara's model has more detail. The lighting is often much better as well. This is because you're looking at a diorama instead of an actual playable stage most of the time.

It's like that Halo 4 video where the guy is showing the scene where Master Chief is standing on the cliff looking at the falling UNSC ship, and it looks amazing, but he turns the camera around and there's nothing there but empty space.




there's a 60 fps version of the video, pal. This was running on a PS4 at 60 fps.

The Uncharted video is doing that very same thing. The only things in the scene are the things we see. Of course gameplay won't be quite that perfect, but that's kind of obvious. This IS in-engine, and if anyone knows how to make an amazing looking scene and apply various tricks to achieve visuals it's ND. These guys managed their own form of Ambient Occlusion and Area lighting in TLoU.


Saying that people are arguing while they don't really understand what they're talking about I can mostly agree on. However, I'm not sure you fully understand either. Yes, you are correct about how you can do more with real-time cutscenes but just as everyone else in this thread who is arguing that it is real-time, you're not fully understanding just how insane the image quality in this trailer is. The anti-aliasing is simply unprecedented for a non-supersampled image and if it is actually supersampled (which it very well may be) then 1080p/60fps real-time is hard to believe.
 
there's a 60 fps version of the video, pal. This was running on a PS4 at 60 fps.

Yeah, but why put so much effort into having the scene running without even a single dropped frame over a year before release? Also, they would definitely have said real-time by now. Therefore it's totally what they're going for, but this video was captured by having a PS4 rendering all the (60*seconds) frames at her own pace. They are confident to have it running at something aproaching 60fps when it comes out, but why go through so much hassle just to be able to proclaim it's actually realtime if all they wanted was provide us with a perfect 60fps-demonstration of their vision (which they are very confident to achieve, btw). Also, again, if they had (they haven't), they would have thrown the words real-time at us so much we would be drowning in it. But anyway, this games gonna be glorious.
 
Yeah, but why put so much effort into having the scene running without even a single dropped frame over a year before release? Also, they would definitely have said real-time by now. Therefore it's totally what they're going for, but this video was captured by having a PS4 rendering all the (60*seconds) frames at her own pace. They are confident to have it running at something aproaching 60fps when it comes out, but why go through so much hassle just to be able to proclaim it's actually realtime if all they wanted was provide us with a perfect 60fps-demonstration of their vision (which they are very confident to achieve, btw). Also, again, if they had (they haven't), they would have thrown the words real-time at us so much we would be drowning in it. But anyway, this games gonna be glorious.

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In this video, (around 00:44), the lead programmer for U2 said they were using 80K poly for Drake. I would assume that it may be for the cinematics because otherwise that would be insane. As such, I do expect the real time Drake's model in that trailer to be at least 80K.

IIRC Drake's Uncharted 1-3 in-game character models were somewhere in the 30-40k poly range. So if Nate's UATE model's poly count is twice that high 60-80k sounds about right. I wouldn't be surprised if UATE's poly count numbers won't be all that impressive and Naughty Dog instead uses complex shaders, tesselation, very high texture resolutions, etc. to make the game look impressive. Stuff like that already gained a lot of significance during last gen and it'll only become even more important from here on out.
 
See this looks stunning and is better looking than any game I have ever seen. It is also in 30 fps. Displaying graphics better than this at 60 fps is too much.

Well I don't think UC4 looks better than this, except maybe some of the facial animation is better in that short UC4 clip but overall The Order looks amazing.
 
That's really impressive even if it was just a non-playable scene. Didn't Naughty Dog pre-render cut-scenes in The Last of Us using multiple PS3's?
 
I have a powerpoint saved on my computer from when a Naughty Dog programmer spoke at GDC and he mentioned they've experimented with an adaptive form of tessellation.


There's more information like how he goes into detail about the hull and domain shaders.

Could you share this? I'm interested.
 
In engine or in game? Because IIRC there was the same thing with Uncharted 3 no? They released a trailer in engine but then it didn't look the same as in game.

Looks really good anyways, and I don't doubt ND, if they have show us anything is that they are masters at coding the shit out of console(s).
 
Could you share this? I'm interested.
Yeah I have this one too, I will dig it out and stick it up for share.

Still so many people here arguing semantics, this is NOT supersampled, It Is Real-Time and it Does run at 60fps.

Listen to the introduction with Nate and Sully they are baiting the audience on the reveal, the dialogue and timing is hand picked.

it just seems that there are a lot of people who have not played and admired the talent of the Naughty Dog team, but look at the Order 1886 which is already touching on CG level real time graphics with superb AA, ND are superb and "tricking" effects into there games and minimising or using only what is needed when needed, this trailer was a centralised focus on DoF,super High textures, the always groundbreaking capture and animation work (the eyelids move from his eyes as he wakes), adaptive tessellation, dynamic and baked lighting, with a clear Nvidia type hair/fur feature set. I always find it just a joy to admire what they can do and create EVERYTIME they create a new game, they simply are a step above any other team and so very focused on nothing is impossible attitude they always deliver.


Waxing lyrical I know but you just have to admire talent and to be fair the great piece of kit Sony and mr Cerny and team put together, this Gen is going to be the best yet and even NONE PS4 and Console owners should be happy and rejoice the gift from the Gods!

EDIT: Here is the GDC presentation from John Noble on Animation and Tessellation etc if anyone is interested.

http://www.filedropper.com/gdc-2014-johnhable-v26
 
This is actually the statement I was referring to. It's proving my point. (But we all know that the NaughtyGods will have the game running and looking like this at the end anyway, so it doesn't even really matter)
Like TLOU was perfectly smooth as shown at e3 2013?
 
Seems to me a lot of arguing in this thread is coming from people who don't understand how things work in games as far as visuals go.

In-engine cutscenes look better than gameplay because the devs only need to think about where the camera is pointed, so they worry less about making unnecessary things looks good and more about the focal points. Take Tomb Raider for example. In cutscenes, there's swaying grass, and foliage everywhere, and Lara's model has more detail. The lighting is often much better as well. This is because you're looking at a diorama instead of an actual playable stage most of the time.

It's like that Halo 4 video where the guy is showing the scene where Master Chief is standing on the cliff looking at the falling UNSC ship, and it looks amazing, but he turns the camera around and there's nothing there but empty space.

The Uncharted video is doing that very same thing. The only things in the scene are the things we see. Of course gameplay won't be quite that perfect, but that's kind of obvious. This IS in-engine, and if anyone knows how to make an amazing looking scene and apply various tricks to achieve visuals it's ND. These guys managed their own form of Ambient Occlusion and Area lighting in TLoU.

there's a 60 fps version of the video, pal. This was running on a PS4 at 60 fps.

It's more insidious than even that. In completely static/noninteractive scenes you can precalculate a boat load of stuff. You can get pixel perfect free occlusion, pixel perfect free lod levels, etc. I completely believe it was rendered real time at 60FPS on PS4, but that is beyond misleading which is not something I'd really expect from Naughty Dog. Very disappointing. Note their very careful phrasing to ever avoid stating directly that the gameplay will look like this. They obviously want people to think it will, but can claim they never said that.

The gameplay obviously isn't going to look anything like that, but I guess they know people have short memories or don't really mind being misled. Watch Dogs on consoles is a joke compared to what it was teased as - but lo and behold it sells 4million in a week.
 
Longer Dev cycle, best writers and directors that produced 2 GOAT games last cycle, a technical wizardry of top tier game developers, and a wonderful cast of actors working on a beloved franchise.

How can't one get hype?? I think I might faint when I hear that main menu music when the game comes out.
 
Longer Dev cycle, best writers and directors that produced 2 GOAT games last cycle, a technical wizardry of top tier game developers, and a wonderful cast of actors working on a beloved franchise.

How can't one get hype?? I think I might faint when I hear that main menu music when the game comes out.

Cause you speak only about graphical/cinematographic stuff not gameplay / level design / ia where nd games games are mediocre at best (imo)

It stays good experiences (day one for me) but you can be not hype by all the next cinematographic games of sony first parties if you want game that also shine elsewhere (and i'm not one of thoses here, i liked them)
 
Longer Dev cycle, best writers and directors that produced 2 GOAT games last cycle, a technical wizardry of top tier game developers, and a wonderful cast of actors working on a beloved franchise.

How can't one get hype?? I think I might faint when I hear that main menu music when the game comes out.

I'll get hyped once I see that it's not "yo there is cover here so enemies are gonna shoot at you soon x100: The Game" anymore
 
Cause you speak only about graphical/cinematographic stuff not gameplay / level design / ia where nd games games are mediocre at best (imo)

It stays good experiences (day one for me) but you can be not hype by all the next cinematographic games of sony first parties if you want game that also shine elsewhere (and i'm not one of thoses here, i liked them)

Not true. I always love ND approach to TPS, and playing TLoU on survivor was definitely one of the memorable experiences of the PS3 days. Also, Uncharted still sees online competitive play and has a loyal community, so ND definitely caters to hardcore online player (in terms of gameplay) as well as the SP gamer with their awesome narrative experiences.
 
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HOLY SHIT. They should have revealed the trailer this way. Yeah it might not be the intended lighting for the scene or what have you but for the purposes of showing off how good this game is going to look, who cares?

So unreal that it is running in real-time, at 60fps. I really hope they can keep it that way when it nears completion...

Just wow... amazing... is there anything else out there that looks this good? Witcher 3 maybe? But not really...
 
Not true. I always love ND approach to TPS, and playing TLoU on survivor was definitely one of the memorable experiences of the PS3 days. Also, Uncharted still sees online competitive play and has a loyal community, so ND definitely caters to hardcore online player (in terms of gameplay) as well as the SP gamer with their awesome narrative experiences.

TLoU on survivor was amazing gameplay in my book. And I felt the story and that intense struggle-for-survival-gameplay complemented each other perfectly. That earshot-radar-thingy is really stupid.
 
It's funny how confusing the whole " in-engine " stuff seems to be.

In-Engine simply means yes, this is what the PS4 is able to render on its own. It is completely real-time.

Now, the main point to make is, will the game still be able to look like that once there are 5 other enemies on screen, with a cityscape in the background to render and explosions to render and enemy AI to calculate, etc.

Thats the main question. Uncharted 2/3 cutscenes did not look dramatically more impressive than the main game. The main difference was slight facial detail improvements and better facial animation.
 
Cause you speak only about graphical/cinematographic stuff not gameplay / level design / ia where nd games games are mediocre at best (imo)

It stays good experiences (day one for me) but you can be not hype by all the next cinematographic games of sony first parties if you want game that also shine elsewhere (and i'm not one of thoses here, i liked them)

Yes, that's certainly an opinion.
 
It's funny how confusing the whole " in-engine " stuff seems to be.

In-Engine simply means yes, this is what the PS4 is able to render on its own. It is completely real-time.


No, the in-engine stipulation alone is useless. It could be running in-engine on a PC, or several PS4's. In-engine just means it's running on their own proprietary code.

I agree with your others points though, it's whether that kind of quality can be maintained in gameplay.
 
No, the in-engine stipulation alone is useless. It could be running in-engine on a PC, or several PS4's. In-engine just means it's running on their own proprietary code.

I agree with your others points though, it's whether that kind of quality can be maintained in gameplay.

One PS4 was used. This much we know.
 
TLoU on survivor was amazing gameplay in my book. And I felt the story and that intense struggle-for-survival-gameplay complemented each other perfectly. That earshot-radar-thingy is really stupid.

I played the main game 2 times and LB three times and I have still not figured out how this works (what buttons do I have to press?). After I played through the game I saw it in a yotube video and thought it was something from easy mode, but apparently you can use it on higher difficulties as well. Never bothered finding out though, as it looks as it would kinda break the game. Why not just actually listen where the enemies are?
 
I played the main game 2 times and LB three times and I have still not figured out how this works (what buttons do I have to press?). After I played through the game I saw it in a yotube video and thought it was something from easy mode, but apparently you can use it on higher difficulties as well. Never bothered finding out though, as it looks as it would kinda break the game. Why not just actually listen where the enemies are?

Listen Mode is hold R2. Not available in Survivor and Grounded Difficulty. But I applaud you for not using it. That thing feels like it was not really part of the game design, rather something added to make it more "accessible" / casual. Gameplay really benefits from not having listen mode at your disposal.
 
Listen Mode is hold R2. Not available in Survivor and Grounded Difficulty. But I applaud you for not using it. That thing feels like it was not really part of the game design, rather something added to make it more "accessible" / casual. Gameplay really benefits from not having listen mode at your disposal.

I think the truth is that you don't actually need it if you have a decent surround sound system. I never thought that the sound in the game didn't give me enough information about enemy location.
 
So, adaptive tessellation requires 2% more time to render a frame compared to no tessellation.
Tessellation everywhere require 49% more time to render a frame compared to no tessellation.

Resoluts look pretty much identical.

A great example of diminishing return.
 
A great example of diminishing return.

Oh god not this again.

Adaptive tessellation is a process which tests surfaces for flatness and curvature relative to viewpoint before blindly subdividing the model a fixed number of times (full tessellation). Obviously tessellating a flat surface does nothing to improve the model quality, but the prominent curved part of those pictures is being subdivided the exact same amount of times as the full tessellation model. This is not an example of diminishing returns.
 
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